» Tue Sep 06, 2016 8:43 pm
Related to all... I think we can all trust Bethesda to do what they do best. Blindside us with a really great idea, that is ultimately implemented in such a minimalistic, sloppy or proof-of-Concept way as to make it almost cringe worthy. Doesn't matter if it's Leveling, or Radiant AI, or Perks, or Dialogue, or Factions, or Crafting, or Settlements, Bethesda always tries to do something cool that could frankly be revolutionary, and then trips over its own feet.
Anyway... Ultimately, the core issue here is the functional representation of abstract concepts, in this case Bodily Capabilities, and Knowledge and Expertise. In most RPGs, these are represented through Attributes and Skills respectively, and so that's how people recognise them. So, when how those characteristics and how they interact is represented differently, it is a very jarring experience. This is clear from the reaction to both Skyrim and Fallout 4, who went in opposite directions with their shifts. What they represent is all (or mostly) still there, but the packaging has changed. And I remain 100% commited to my belief that the change was for the better... At least in so far as the end product is better than what came before.
It is, however, not for the BEST. Of course, what is 'Best' is going to be subjective. For me, at least, functionality trumps style and make-beelieve. If a Feature, Skill, Attribute or Perk isn't going to DO something different, there is no reason to have it. The Weapon Skills of Morrowind are a good example of this problem, with 4 seperatr skills that all did the same thing, just with superficially different 'Skins' (while at the same time having no real interaction in their knowledge base and severely compromising the entire Skill concept...). The more functionality, the better a system. So, the goal should be the system that offers the most functionality, for the least work. This is what i would call 'Best'.
The changes that have occured, both in Skyrim and Fallout 4, have ultimately added more functionality to their respective systems in comparison to the previous iteration, which is why I argue that they are better. But, the functionality they offer is still less than a better use of a joint dynamic, and a more concise integration of how Attributes and Skills interact. You can be strong without knowing how to hit for maximum effect, you can be agile without being quiet. You can be smart, and still stand there drooling at an equation.
The old system focused entirely on the actual totality of Attributes. You automatically put your all into everything, and more importantly KNEW how to do so. In the new system, you LEARN how to commit those Bodily Characteristics, but then lack the ability to really define their individual value. Both are inherently flawed, though the new one allows for more options than the latter, particularly because it interacts so well with the Skill Concept. Part of learning a Skill is learnjng how go apply your innate, bodily capabilities to what you are doing. It's as much a factor of knowledge as it is of actual capability. Combining the totality with the expression, however allows for more options than either individually...
Skills themselves are another issue, of course. They are, all by themselves, abstract representations of rather broad and interconnected knowledge bases. Most games will give you something like a History skill, though that may cover anything from ancient languages, to a particular region, to archeological patterns. They all work together to increase ones greater understanding and comprehension, but they also can spiral quite deep into specialisation, without sacrificing aspects of general application.
It's this reason that Perks are so valuable, especially in the model Skyrim presented. They can be used to both represent the specialisation of Knowledge, but also the interaction of your bodily characteristics with your knowledge base. And this is why Skill Trees and the Perks that make them up are such a valuable addition, even without having a more overt Attribute-Model. With such an Attribute-Model, this ability to express the actual nuance of Knowledge and Expertise, and it's interaction with Bodily Capabilities, is where you stand to create some truely wonderous functional options.